Ristorante Amore [2012] - COMPLETE

NaNoRenO is an event where creators make a game from scratch during the month of March.
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Auro-Cyanide
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Re: Ristorante Amore [2012]

#16 Post by Auro-Cyanide » Sat Mar 03, 2012 1:09 pm

Laura~ I'm still working on her emotions as well.

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Re: Ristorante Amore [2012]

#17 Post by Camille » Sat Mar 03, 2012 10:22 pm

Just finished one of the prologue routes, so the prologue is about half finished now:
Ren'Py 6.13.8.1675 lint report, generated at: Sat Mar 3 20:17:37 2012
Statistics: The game contains 664 screens of dialogue.
These screens contain a total of 9,946 words,
for an average of 15.0 words per screen.
The game contains 8 menus.
I'm writing way faster than I expected to, but I'm also writing way more than I expected to. So throw all of my previous total word count estimates out the window, please. :oops: I'll update the first post with our current progress.

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Re: Ristorante Amore [2012]

#18 Post by Asterisk » Sun Mar 04, 2012 2:23 am

I am so dang excited for this holy crap the GUI AND CHARACTERS AHHH T_T
How do you guys do it T_T So inspiring!!
Thank goodness it's a March project, that means I can count down til when it's done.




Keep it up!!
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Re: Ristorante Amore [2012]

#19 Post by Auro-Cyanide » Sun Mar 04, 2012 12:10 pm

Liam : ) Still have to do his emotions, then I only have two left!
Actually, out of pure curiosity, does anyone find this colouring style too inferior to the style I use for BCM? *research*

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Re: Ristorante Amore [2012]

#20 Post by clua » Sun Mar 04, 2012 2:12 pm

Auro-Cyanide wrote:Liam : ) Still have to do his emotions, then I only have two left!
Actually, out of pure curiosity, does anyone find this colouring style too inferior to the style I use for BCM? *research*

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I like how clean the shading looks! Nothing inferior to the ones you did on BCM
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Re: Ristorante Amore [2012]

#21 Post by Kura » Sun Mar 04, 2012 5:42 pm

I do think the coloring style used for BCM looks nicer, but not hugely so. More importantly though, I feel like this softer, smoother coloring is more suited to this project, and BCM's coloring style is more suited to BCM.

Also, I love Liam's expression! I hope his other expressions are equally dynamic and awesome.
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Re: Ristorante Amore [2012]

#22 Post by Aurehan » Sun Mar 04, 2012 7:50 pm

Ohh my goodness! *q* The GUI!!
And all the sprites have so much character! <33
I'll be looking forward to this!
Good luck! > u 0 b
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Re: Ristorante Amore [2012]

#23 Post by GeneDNC » Mon Mar 05, 2012 6:55 am

While I think the colouring style and menu is gorgeous, I actually am not quite fond of the colour palette. Everything looks the same and seems to blend almost too well, making it look dull to me. This is something that struck me right from the start when the first images went up.
I like the brighter colour blocks under the characters on the first page, although I don't have any good suggestions on where to incorporate them besides the obvious locations in the menu.

This is all IMHO of course.

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Re: Ristorante Amore [2012]

#24 Post by Auro-Cyanide » Mon Mar 05, 2012 9:56 am

Hmmm, interesting, interesting. Thanks for the feedback guys :D

@GeneDNC I must admit it has been kind of hard pulling back the palette like I have XD Usually I have a more brown/pastelly thing going on. We are going for the subdued and desaturated palette you get from a low lit restaurant. I think it should pull together all right, but if not, at least I tried out something new :D Thanks for the feedback though!

And meet Miss Angelina Adams, heiress and romantic rival. I'm still working on her, but you get the gist of it.
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Re: Ristorante Amore [2012]

#25 Post by Camille » Mon Mar 05, 2012 10:04 am

GeneDNC wrote:Everything looks the same and seems to blend almost too well, making it look dull to me.

I like the brighter colour blocks under the characters on the first page, although I don't have any good suggestions on where to incorporate them besides the obvious locations in the menu.
Well, the color blocks under the characters are pretty much the same colors used in the menus, I just added two colors since there's more characters. XD The game takes place in an Italian Restaurant, so I quite literally made up a color palette based off the Olive Garden website and told Lazcht to use it. XD When everything is earthy and more on the vintage side, I guess I can see why that might seem more dull, but I don't think there's a good alternative. If we use more colors, things just won't be cohesive and the brown/yellow is kind of the whole color scheme of the game, so there's not much we can change about it at this point. ^^; While it's nice to have bright colors and variety at times, we wanted to pull back from that for this game because of the setting. Everything's meant to look like... well, a low-lit Italian restaurant. XD

We do appreciate the feedback, though! I think it'll help once Auro works on the BGs because we're using placeholders right now and the characters really do blend too well with the current one. XD (there's no contrast!) Also eventually you will see the characters in their casual clothes and it'll be a slight break from the whole brown/yellow thing we have going on.

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Re: Ristorante Amore [2012]

#26 Post by GeneDNC » Tue Mar 06, 2012 9:29 am

I agree that the colour scheme fits the theme very well, which is also why I don't have any useful suggestions.
Camille wrote:We do appreciate the feedback, though! I think it'll help once Auro works on the BGs because we're using placeholders right now and the characters really do blend too well with the current one. XD (there's no contrast!) Also eventually you will see the characters in their casual clothes and it'll be a slight break from the whole brown/yellow thing we have going on.
Yes the background now is the biggest culprit, so that's good news; I wasn't sure if it was just a placeholder or not. It just goes to show that screencaps can only tell you so much and when playing the game with other things are going on on screen it probably won't matter.

On a separate note, love Angelina's dress and locket.

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Re: Ristorante Amore [2012]

#27 Post by Auro-Cyanide » Wed Mar 07, 2012 10:43 am

Thanks, I'm glad you like her dress :D I wish I had it... and the boobs to go with it. XD

Ethan. He kind of took a different turn then what we planned and became a bit more feisty (and megane apparently), so I'm not entirely sure about him. I'm still working on him, and I lighten his skin tone. Opinions?
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Re: Ristorante Amore [2012]

#28 Post by CheeryMoya » Wed Mar 07, 2012 11:04 am

Now because there is a megane, I am obligated to follow this game. Hey there, tall, dark, and handsome.
He seems to match the description on the label. Grumpy and mean megane-kun might look a little better if you gave him a lighter skin tone, though not as fair skinned as his initial concept sketch. Juuuust a tad bit lighter.

In other news, I just noticed that Liam and Angelina have the same arm position. I doubt it'll make a difference in the game, but yeah...

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Re: Ristorante Amore [2012]

#29 Post by Auro-Cyanide » Wed Mar 07, 2012 11:31 am

Image

Sorry, couldn't resist. That's an actual scene in the game to so, lol.

But yeah, I think his skin need to be a little lighter. Easy fix :D

And yeah, I did notice while I was doing them, but I figure that since they will be at different heights it won't be too bad. I mainly defaulted to poses i knew I could draw quickly and were neutral enough to cover a range of emotions :)

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Re: Ristorante Amore [2012]

#30 Post by Camille » Thu Mar 08, 2012 3:57 am

Liam's prologue route is done. Tomorrow (or later today, rather) I need to finish Ethan's route, which is underway and at about 10% completion. After I finish writing Ethan's route, the game will basically be about half done. (maybe a bit less than half since the non-prologue part of the game should be bigger) I also coded the yes_no GUI today, but I'm not super happy with the way the text shows up, so I might tweak it some more. As of right now, though, the GUI is at least totally unique to RisAmo. No more default Ren'Py GUIs lurking anywhere. xD Speaking of GUIs, I threw together a tutorial earlier on GUIs/screen language and you can find it here. Hopefully that's useful to some people. Anyway!
Ren'Py 6.13.9.1699 lint report, generated at: Thu Mar 8 01:41:46 2012
Statistics: The game contains 1,030 screens of dialogue.
These screens contain a total of 14,684 words,
for an average of 14.3 words per screen.
The game contains 11 menus.
I'm still about 700 words over, so I'm on schedule and sticking to my 2,000-words-a-day thing. I've been very uninspired this week, though, possibly because I got stuck on Liam's route, so it's a good thing I wrote so much extra on Saturday. XD I should be able to get back on track now once I finish some more outlining... But I'm just being a perfectionist now. XD We're well on schedule so RisAmo is definitely going to be done on time unless something terrible happens to me over spring break. (alien invasion?)

@Auro-Cyanide: That is an awesome picture. XDDDD I do agree that Ethan's skin should be a bit lighter... And maybe a bit less on the red side? I LOVE EVERYTHING ELSE ABOUT HIM, THOUGH. That face... It's exactly what I imagined. xD

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